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Of Wolf and Woman Not sure if intentional, but seems like the wolf spawned for the quest, might end up dying anyways... when it spawns on river, during Swidden's thinning ice.

Character got to the area, heard wolf howl NE, while on the wrong side of river. I waited for some days, and the river cleared. Went looking for the wolf for several days, but no tracks, no howls. Lo and behold, it'd gotten (or spawned) on thin ice and drowned.

I do not have a usable save to try and recreate this.
Animals tend to stay away of water, maybe have them stay off thin ice too? Very least don't have them spawn on thin ice.

Edit: Made it back to the village, there's no option to tell the woman that the wolf is dead.

May 10, 2024, 11:57:35 PM
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Re: Make Menu only for Modded items = saving BAC and other large mods Also, just to be sure, a few more word of clarification on my side:

I didn't mean to say that adding a new key to bring up modded recipes would not help at all with maintaining and keeping the mods up to date with new version of UrW.

What I was thinking was a scenario like this:

1. Sami adds the new hotkey
2. But somehow it happens that no-one from the modding community updates BAC recipes

Then, the way I see it, the underlying root problem would remain unsolved - the extra hotkey probably would make it easier to access all the recipes in the mod, but the confusion with vanilla items and modded items, and vanilla recipes and modded recipes would still continue to exists.

But, I do see the point represented by PALU and others; having that extra hotkey would help in the transition phase, when a new UrW version introduces new mechanics, and the mod needs some time to adapt, and a clean way to access "compatibility recipes" to transform old modded items to corresponding new vanilla items. And that is something I fully support, and to me this sounds like a good argument.

---

Also, personally I like the modding approach. And in my opinion Sami has been maintaining a fine balance between "an artistic indie coder following his inner vision" and "listening to the player suggestions and wishes" - not locking up in the ivory tower, nor getting lost in the endless swamp of "design by committee". I see my role as helping Sami to develop the game which fulfills his inner vision.

And, at the same time I see that some players wish for a fully moddable game, which would have the modding in-built into the core structures of the game engine. I find that an interesting idea, but I do understand that it would be an another game, not UrW but something different. Now, as some of you might already guess - I suggest that those interested in exploring the possibility of a fully moddable survival game could take a look at the Ancient Savo project and its modding system. (not wanting to hijack this thread, just my contribution to the theme of "yes, Enormous Elk does care about modders, modding matters")

May 12, 2024, 11:08:49 AM
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Re: [3.84p1] duplicated stone axe This is likely related to area conditions and data entries rather than individual items.
I'm currently investigating a few other saves of this sort of item duplication, with different items though.

Plotinus, please send the save over. Thanks.
The more samples we've got the easier it is to find out the cause.

May 13, 2024, 11:19:06 AM
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Re: [Fixed - 3.84-1]Textilecraft command displays as TEXTILECRAFTNETMAKING Fixed now. Depending on character's skill generation order it might display also TEXTILECRAFTBOWYER etc.

Fixed - persists in 3.84.1

May 14, 2024, 09:17:23 AM
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Re: [3.84p1] duplicated stone axe I believe we've got this issue solved and fixed now, and will likely release a patch this week.
Plotinus, feel free to send the savegame nevertheless. Double checking doesn't hurt.

The issue was about unfortunate item data re-arranging due to world/creature activity on specific areas.
The bug potential has been fixed now and no more this sort of duplication should happen in the upcoming patch.

Fixed - persists in 3.84.1

May 14, 2024, 10:03:54 AM
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Spotting, getting noticed, by unconscious NPC I would think unconscious NPC should not spot hiding character.
Noticed this with a hare, would be more dramatic if it were Njerpez.

May 15, 2024, 11:58:51 PM
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[Fixed - persists in 3.84.2] Double fire Visiting a nearby village ( to keep the sow cuts smoking nicely), pushed 3 branches and block in the fireplace, was surprised to get not "the fire is about to burn out soon"
Checking the fireplace, there's 2 separate fires.

Save available.

May 16, 2024, 04:33:12 AM
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Re: Vivi's Skill Training Ding Ding! This is a bump to announce the mod has been updated to add Netmaking and Bowyer skill training into the game~ Enjoy!
May 23, 2024, 03:36:50 PM
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Re: [3.84] a very large spring Ah, it must be so that for migrated villages all the water tiles within the village area are converted to spring water. No need for a save, will fix.

(As a curiosity large spring based ponds/small lakes do exist and in regards to their water origin they can be still considered springs.
 But yep, in the game we've got only small ones.)

May 28, 2024, 11:47:41 AM
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Light my shingle A new light source is coming up as we'll be adding shingles to the game.
A shingle, or päre (in finnish), is a thin oblong piece of (pine) wood which were burned to produce light, and to make baskets as well. As a light source you may think them as all wooden candle of a sort.

It may feel like a just one small item for an adventurer in the dark cabin, but the required and atmospheric additions will make producing and using shingles a rather significant feature. Traditionally shingles were burnt in a shingle holder which is a stand that keeps the shingle in a good angle for proper lighting and burning. It may be that they were also sometimes just inserted between the logs in the wall - but one had to be understandably cautious without a proper holder.
      I don't know yet if a shingle holder will be required in the game but the idea is that you could leave a burning shingle in place eg. inside your cabin. And moreover, as the shingles don't burn very long we would want to feature automatic "replace a shingle" mechanism where a new shingle eg. from a pile next the burning one, would be lighted automatically if the character is beside the burning shingle when it fades out. This way you could light a shingle, put a pile of new ones beside it, and not need to worry about replacing the burning shingle in time even if the task you were doing would take a long time.

Here's an image of a shingle in a simple single holder.


More shingle news will be posted when the things have proceeded further. And in the background the transition to pausable crafting continues. Oddities with the pausable mechanics have been pleasantly scarce in the latest release so we're on good roll with it.

These are future features - not yet functional in current version 3.84.2

May 31, 2024, 12:35:32 PM
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anything